I also rendered it in Marmoset. I flipped Red&Green and normals became fine and proper. When I inverted Y axis, it started look like in 3ds Max 2012. In Max none options (flip/swap in material editor) can help :( Does anyone know where the problem is? Is something wrong with mesh or may be uv's?
I have the PS3 and Xbox360 and this game is ver y similar to Halo wich i actually have and play everyday. I dont think this game could be better than Halo. I think Destiny es based on Halo. The uniforms and the creatures look like the covenant monsters, the weapons of both teams Humans and aliens look the same to
The scene looks really good and I love the water shader (breakdown please) I did not enjoy the presentation though. Your camera is suffering by a severe case of flyby-itis :( I feel you could strengthen your presentation by breaking it up into distinct shots with slightly less spline-y feeling and more traditional/simple…
Hi! The black and white patterns are only for use in the dynamask editor, as you say they have no materials themselves. So they are for masking between the other materials. Here is a primer video of the tool: [ame=" https://www.youtube.com/watch?v=YyJJAp17K-Y"]DDO & 3DO Workflow Primer - YouTube[/ame] Let me know if you…
I might be reading the question wrong, i haven't in over 24 hours so its quite possible. But it looks like you either have to save that as a sub tool and drop it to 2.5d and make it tile that way. Or you can use layer offset? but i think that might only effect 2.5d as well Layer>offset x/y
I thought I saw Aaron Becks tech style in this. http://skul4aface.blogspot.nl/2013/04/e-l-y-s-i-u-m.html The citadel? from mass effect? I am pretty sure Syd Mead wasn't involved with mass effect. I do know the art direction was strongly influenced by his work trough.
I banged my head on the desk whole day, posted question here and found answer 10 minutes later:). xNormal export defaults is Y+, so I just needed to uncheck this option upon project creation: I am new to DDO, and I was confused because I tested it with other model and edges looked fine.
Yeah, but the thread is about using blender exclusively because you can't afford commercial software. This is where the answer is still no. Even providing an FBX with split verts isn't sufficient. Anyone where at polycount knows the process of transferring models between programs, but outsourcing managers may not. They…
yeah that sounds about right for the Maya equivalent. in xsi itll bring up a window with a slider for X Z and Y values which are super helpful for getting the right look. you can also link it up with a weight map so you can paint where you want the geo to randomize and have the ability to blend it into a smoother surface.
Tried this, seem like it only snaps to either the X Y or Z axis. The faces I want to make planar are on an angle. [ame=" https://www.youtube.com/watch?v=2Tgy0lBdJK0&list=FL37zD7o2owolIe75gDkkDjg&index=1&feature=plpp_video"]Weapon creation tutorial - Part 1 (high poly model) - YouTube[/ame] Like here @ 0:10:15